unreal.ActiveGameplayEffectHandle
¶
- class unreal.ActiveGameplayEffectHandle¶
Bases:
unreal.StructBase
- This handle is required for things outside of FActiveGameplayEffectsContainer to refer to a specific active GameplayEffect
For example if a skill needs to create an active effect and then destroy that specific effect that it created, it has to do so through a handle. a pointer or index into the active list is not sufficient.
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayEffectTypes.h
- __eq__(other)¶
Overloads:
ActiveGameplayEffectHandle
Equality operator for two Active Gameplay Effect Handles
- __ne__(other)¶
Overloads:
ActiveGameplayEffectHandle
Inequality operator for two Active Gameplay Effect Handles